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Subject: My ideas for additional content rss

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Misfiring Chong
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Each section is independent; they can be applied into base game separately.

1. MEC

Add a research card for Chief Scientist call Cybernatic Lab, requires one success. It works like Officer Training except that soldiers will be "trained" as MEC. Max two MECs.

MEC has all four skill symbols but none with specialization. Each MEC equals one dice. MECs cannot die unless the alien dice value is less than the threat level, if equal they survive.


2. Psionic

Add a research card for Chief Scientist call Psionic Lab, requires one success. It works like Officer Training except that soldiers will be "trained" as Psionic. Max two Psionic.

Psionic will disable the enemy's special ability or final mission's special task conditions as long as they're assigned to it. If they die or unassigned, the skills are re-enabled. Psionic otherwise works as a normal soldier.


3. EXALT

This is an idea that requires the "GM", aka the app. I thought of an app-less way of doing this but it is boring and quite clunky and lacks elegance. Also, because of how quick the pace of this board game is, you can't implement a "long-term" mechanic that only pays off at the end (things like ant-farm base building, additional levels of soldier training, and seeking clues of EXALT HQ). The overall theme of the XCOM: The Board Game is survival, so my idea of EXALT involvement will center around that. Some people had suggested that a fifth human player be the EXALT, but for me I still prefer the fully co-op experience.

Unlike the PC games, EXALT in XCOM: The Board Game is a bit like Crisis Cards in terms of how they impact your game, but EXALT in this game fights their own battles in each continent. This means that EXALT events (triggered by the app based on what's happening) can impact both you and/or the aliens on that continent. For example, after the app sends a UFO to Africa and after the app triggers Deploy Interceptor, the next event can be something like this:

"EXALT Detected!"

The top screen can show texts like this:

"EXALT launched a missile attack in Africa! All UFOs and Interceptors are destroyed!"

This is just an example, doing it this way unlocks tons of interesting possibilities besides killing everything. I'll list out some here:

-During Assign Budget, EXALT can appear in one of the continent, causing that continent to give less fund that round.
-EXALT can randomly appear after the app assigns UFOs, and can either cause panic to increase or decrease by one.
-Right after an enemy enters the base, an event can trigger revealing that EXALT has planted a bomb on that enemy, and the explosion kills that enemy. If triggered after Defend the Base, one of the soldiers will die as well.
-At random, EXALT can cause havoc on the aliens, causing an enemy type's special ability to not work that round. The app might need a space in the resolution phase to keep track.
-After the app triggers Deploy Satellite, EXALT can create chaos in a continent, forcing all UFOs in orbit to descend onto that continent, or it can be done the other way.
-EXALT can hack into your XCOM HQ, exhausting your Continental Asset or any other assets, or they can exhaust scientists in a random research bay.

These are basically how EXALT can affect your game during the timed phase. However, the XCOM team might decide that it is worth it to try and suppress the EXALT threat, so the Central Officer gains an Asset for this: EXALT Hacking. By assigning a scientist and a satellite during the Timed phase, the CO gains the ability to roll a single XCOM dice during Resolution Phase. The rules of rolling is the same, where each roll will increase threat by one, and if a loss is rolled both scientist and satellite are disabled. However, there is no set number of successes required. The CO can choose to roll as many successes as desired/capable, and in the end the app will ask the number of successes rolled (zero if CO cannot/will not roll). Each success rolled will suppress EXALT events in one continent the next round.

EXALT cannot be truly eliminated. It is the job of CO to convince the CS to devote a scientist for the hacking every round, or leave them alone if the CO believes they can use the EXALT events to their advantage.

4. Additional enemies

Muton Berserker - 2 HP

Special Ability: Rage
If this enemy gains any success tokens, all icons on this enemy cannot be specialized.

Heavy Floater - 2 HP

Special Ability: Evade
You cannot roll against this enemy more than once each round.

Mechoid - 3 HP

Special Ability: Shield
Do not place any success tokens on this enemy in the first roll each round if there are no success tokens on this enemy.

Seeker - 1 HP

Special Ability: Strangle
Soldiers assigned to this enemy cannot be assigned to other tasks this round.


5. Additional research cards

Primary objective is to slightly lessen the stress on Global Defense, as well as introduce more 3 success techs and more varieties. It does not matter how many research cards available in the deck, since the game only has 3 research bay plus Xenobiology and mission reward ensures that there is a limit of how many researches can be done each round.

Commander - Phoenix Cannon - 1 success
Resolution Phase
Exhaust This: Commander re-rolls all XCOM dices.

Commander - Laser Cannon - 2 successes
Resolution Phase
Exhaust This: Adds an XCOM dice to a global defense task.

Commander - EMP Cannon - 3 successes
Resolution Phase
Exhaust This: If a loss is rolled, destroy a number of UFOs equal to the number of interceptors destroyed in the same continent.

Chief Scientist - Autopsy - 3 successes
Timed Phase
Discard a salvage: All enemies that is the same type as the discarded salvage will have specialized icons this round. Limit twice per round.

Chief Scientist - Stims - 2 successes
Timed Phase
Exhaust This: An exhausted scientist is no longer exhausted.

Squad Leader - Titan Armor - 3 successes
Resolution Phase
Exhaust This: If a loss is rolled, the number of soldiers killed is based on the difference between the threat level and the alien dice.

Squad Leader - Ghost Armor - 2 successes
Resolution Phase
Exhaust This: Place a success token on a non-enemy task that has a soldier assigned.

Squad Leader - Suppression - 3 successes
Resolution Phase
Place a soldier: Move any Soldiers on base defense to their reserve instead of killing them.

Squad Leader - Alien Grenade - 3 successes
Resolution Phase
Exhaust This: put 1 success on enemy that has a soldier assigned.

Squad Leader - Precision Laser - 1 success
Resolution Phase
Exhaust This: Adds an XCOM dice to an enemy task with Support/Sniper assigned.

Squad Leader - Heavy Laser - 1 success
Resolution Phase
Exhaust This: Adds an XCOM dice to an enemy task with Heavy/Assault assigned.

Note: Too many cards for Squad Leader, but I leave the ideas here.

Experimental Warfare - Central Officer - 3 successes
Timed Phase
Exhaust This: Increase the place limit of an asset or tech card by one.


6. Chief Engineer

Chief Engineer is an optional role that can be played by a fifth player. Chief Engineer plays similarly to the Chief Scientist, but the responsibility of the CE is to upgrade researched techs, as well as drawing "positive crisis cards" by using UFO salvage (I'll call it opportunity cards), and of course assist the XCOM operation using his/her asset cards. Although this sounds like the CE will make the game easier, remember that assigning engineers will cost additional credits, and CE's assets does not so much providing a direct advantage as changing the circumstances, thus it is the CE's job to try and make it advantageous.

CE will be given 8 Engineers, 2 Engineering Bays with a card slot and 3 engineer slots each, and a repair bay without the card slot and has 3 engineer slots. CE does not have to wait for the app event to assign engineers, he/she can assign/retreat/reassign anytime in the timed phase. Each engineer assigned to any slot in any bay costs one credit. Engineering Bays are used to upgrade researched techs (only certain techs can be upgraded) by pairing them with their own "upgrade cards" that add additional effects. CE "research" the upgrade cards the same way as the CS. The repair bay is used for base defense, and the number of engineers assigned dictate the kind of damage they can prevent, and if successful they are exhausted instead of taking those base damage. Enemies with more HP will cause a "deeper" damage and thus requires more engineers to prevent. For example, if the repair bay has 3 engineers this round, they can prevent 3 damages from 3 enemies with 1 HP, or 2 damages from 2 enemies with a 1 HP and a 2 HP, or 1 damage from an enemy with 3 HP. Any success tokens on the enemies will reduce the threshold, so if a 3 HP enemy is reduced to 1 HP, it will be counted as a 1 HP enemy and thus only one engineer is exhausted. One of the CE's job is to try and predict how many engineers are needed for the repair bay, as over committing will cost precious credits and achieves nothing if the SL is able to mount a successful defense, thus the SL has to communicate with the CE and plan accordingly. The repair bay also allows new strategies for base defense, as typically the SL will always prioritize the lesser enemies, but with the repair bay it is possible to prevent more base damage by killing a single 3 HP enemy rather than the other two 1 HP enemies.

Anytime in the timed phase, the other XCOM team members can choose to give CE a research they have and place it in the engineering bay. This means that the research is effectively "locked away" and can no longer be used until the upgrade is complete. CE can also return existing researches in the bay without the upgrade, but any successes gained will be lost. The CE can then assign up to 3 engineers. In the resolution phase, the CE will then roll dices to try and get the upgrade. The CE rolls right after the CS. Upgrade cards are paired with the research permanently until the research or the upgrade is discarded, upon which the research must go through the upgrade process again. The list of upgrade cards will be detailed at the bottom.

CE also gains destroyed UFOs as materials, and CE has a deck of opportunity cards. These single use cards are separated by role and are assigned in the timed phase and allow the XCOM team to push their advantage in one area at the expenses of another during the resolution phase. All opportunity cards will be discarded at the end of the round, even if not used. At the start of each round, the number of UFO materials indicates the number of opportunity cards the CE can draw, and all UFO materials are discarded immediately upon drawing, regardless of how many cards the CE draw. The CE then chooses 6 cards to keep and discard the rest if more than 6 cards are drawn, and finally give the cards to the team based on the card's role. In the resolution phase, players can choose to use any number of opportunity cards as desired. The cards will be detailed at the bottom.

Besides the three jobs, the CE also has three assets....

Foundry
Resolution Phase
Exhaust This: Place a success token on an upgrade task with engineers assigned.

UFO Salvage
Resolution Phase
Place engineer: Instead of gaining a UFO material, give top card of enemy deck to Chief Scientist as Salvage. Limit once per continent.

Relocate Base
Timed Phase
Exhaust This: If home continent's panic track is not in yellow, change home continent to another continent that has it's panic track in yellow.

....and 3 research techs

Satellite Repair - Chief Engineer - 1 success
Timed Phase
Place two engineers: An exhausted satellite is no longer exhausted. Limit once per round.

Ammo Conservation - Chief Engineer - 2 successes
Resolution Phase
Exhaust This: Squad Leader re-rolls a number of XCOM dices equal to the number of soldiers assigned to an enemy task.

Advanced Construction - Chief Engineer - 3 successes
Timed Phase
Place 1 engineer: Engineers assigned here counts into the number of engineers in the repair bay if there is at least one engineer assigned. Engineers here cannot become exhausted. Limit twice per round.


Upgrade Cards:

The format is like this -> name - paired to which research - number of successes

Improved Medikit - Revive - 2 successes
Each Support assigned to Revive can now prevent all soldiers from being killed in a task.

Advanced Flight - Archangel Armor - 1 success
The limit is raised from twice to four times per round.

Alien Materials - Alien Alloy - 1 success
Instead of placing discarded tech card on top of deck, the CS can choose to draw discarded tech card into hand instead. Hand limit of 6 cards still apply.

Improved Arc Thrower - Arc Thrower - 1 success
If used on a base defense task, all enemies in the base loses their special abilities this round.

Nano-Fiber Vest - Carapace Armor - 1 success
After exhausting Carapace Armor, Squad Leader can discard this upgrade to re-roll the alien dice.

Fusion Lance - Firestorm - 2 successes
Destroys an additional UFO in the same continent.

Jellied Elerium - Elerium - 1 success
Place an additional credit on Emergency Funding.

Close Combat Specialist - Alloy Cannon - 2 successes
If an Assault is assigned to an enemy with matching specialization icons, place an additional success token on the enemy.

Plasma Rifle - Light Plasma Rifle - 2 successes
If a Support is assigned to an enemy with matching specialization icons, place an additional success token on the enemy.

Scope - Plasma Sniper - 2 successes
If a Sniper is assigned to an enemy with matching specialization icons, place an additional success token on the enemy.

Mayhem - Blaster Launcher - 2 successes
If a Heavy is assigned to an enemy with matching specialization icons, place an additional success token on the enemy.

SHIV Repair - SHIV - 1 success
Central Officer can discard this upgrade to refresh SHIV.

Advanced Repair - Interceptor Repair - 1 success
Interceptor Repair now has no limit.

Lightning Reflex - Run & Gun - 2 success
If a loss is rolled on an enemy task with Run & Gun, place a number of success tokens equal to the number of extra XCOM dices on the enemy.

Squadsight - Battle Scanner - 2 successes
Battle Scanner also adds an extra XCOM dice to the task.

Rapid Reaction - Holo-Targeting - 2 successes
If the alien dice value is 6 or more, return a Heavy assigned here to the reserve.

Alien Containment Cells - Xenobiology - 3 successes
Limit raised from one to three times per round.

Opportunity Cards:

Some examples of opportunity cards. Like crisis cards, each type can be repeated. All opportunity cards cannot be applied before applying the dice results, otherwise players can use them anytime in the resolution phase. All opportunity cards are discarded at the end of the round. Players can choose to not use them.

Chief Scientist - Exhaust one scientist assigned to a research to gain a success token on it. Only works if the threat level is at 1.

Chief Scientist - Exhaust X scientists in the Workshop to use the "Exhaust" ability of a tech in hand, then discard that tech (works on timed phase techs).

Chief Scientist - Instead of adding an XCOM dice from Laboratory, place a success token instead.

Chief Scientist - If the Research Center is not exhausted, it can be use now.

Central Officer - Exhaust 1 satellite in Satellite Nexus and move 1 UFO on the board to another space on the board.

Central Officer - Threat level for Orbital Defense this round starts at two but ends at four. Only can be used if threat level is at 1.

Central Officer - When Satellite Uplink is exhausted, instead of re-rolling the alien dice, re-roll all XCOM dices instead.

Central Officer - Each satellite assigned to orbital defense adds one more XCOM dice, and the threat level increase by two each roll. Only can be used if threat level is at 1.

Commander - Destroy an Interceptor and a UFO in the same continent.

Commander - Lose all credits in the emergency fund, as well as the same number of crisis cards in the pool.

Commander - Increase a continent's panic track by one, and decrease another continent's panic track by one.

Commander - Adds an XCOM dice to a global defense task and increase the threat level by one.

Squad Leader - Kill all soldiers and all enemies in the base. The base takes one damage.

Squad Leader - Kill an enemy as well as all soldiers assigned to it if the icons are fully assigned.

Squad Leader - Discard and redraw an enemy card in base or mission.

Squad Leader - Instead of applying the base critical damage effect, kill all soldiers on the board.


Note: I am currently thinking of introducing additional UFO types to make global defense more interesting, however the difficulty of global defense is already hard enough as it is, and there are very little research techs that helps in this area. If I am going to introduce more UFO types (which won't make the game easier), I will need to introduce something else together to offset the additional difficulty.
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Miroslav Krajcovic
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Re: My idea for additional content
yes, obvious and logical expansions, the game asks for it, but we all know it's coming as it's done by FFG, right? I'm really looking forward to the MEC models...
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Chris Byer
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Re: My idea for additional content
knight22 wrote:
yes, obvious and logical expansions, the game asks for it, but we all know it's coming as it's done by FFG, right? I'm really looking forward to the MEC models...


I think we may see a 5th role that is the chief engineer which would encompass mech units as well as additional upgrades for soldiers and interceptors. I think you're right about the Psionics.

Exalt is anybody's guess if it even shows up at all.
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Robert Stewart
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Re: My idea for additional content
The obvious problem with a fifth role is deciding where to seat them - the current board layout gives each player one side of the board (okay, Central could probably move).

For an Engineer, I'd look for some way to incorporate actual base construction - let them play with the ant farm, and you can have them off to one side rather than competing for the main board...

Obvious issues:

1) What would the ant farm offer? What benefits are there to building (additional) facilities?

2) What die-rolling Tasks would the Engineer role generate?

3) How do you budget it? Does it compete for existing budget, or do you need to increase income?
 
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Misfiring Chong
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Re: My idea for additional content
rmsgrey wrote:
The obvious problem with a fifth role is deciding where to seat them - the current board layout gives each player one side of the board (okay, Central could probably move).

For an Engineer, I'd look for some way to incorporate actual base construction - let them play with the ant farm, and you can have them off to one side rather than competing for the main board...

Obvious issues:

1) What would the ant farm offer? What benefits are there to building (additional) facilities?

2) What die-rolling Tasks would the Engineer role generate?

3) How do you budget it? Does it compete for existing budget, or do you need to increase income?


I think a fifth player is highly unlikely, and even if somehow they implemented a fifth role, ant farm facility is near impossible.
 
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Barry Figgins
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Re: My idea for additional content
I'm hoping that EXALT will be the fifth player, playing on a side board away from the other players and influencing the main board.
 
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Misfiring Chong
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Some updates to include EXALT
 
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Misfiring Chong
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Updated to include more ideas, including Chief Engineer.
 
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Robert Stewart
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Misfiring wrote:
5. Additional research cards

Primary objective is to slightly lessen the stress on Global Defense, as well as introduce more 3 success techs and more varieties. It does not matter how many research cards available in the deck, since the game only has 3 research bay plus Xenobiology and mission reward ensures that there is a limit of how many researches can be done each round.


While you can't research everything in a given game (well, technically you can since there's no actual limit to how long the game can last - if you can rig the threat die to never roll less than 6, then you can cover all 6 continents, orbit, and base defense for 8 credits - 9 if you don't know which skills will be needed on base defense - so, provided you're willing to push your luck to the limit, you can play forever) you can guarantee to draw any given tech in a given game - well, almost - you can guarantee drawing all 28 cards by the time you're assigning research for Round 5, but if the game ends on Round 4 or earlier, then you might not be able to cycle the entire research deck.

Anyway, the point is that, currently, you can pretty much rely on drawing any given tech at some point during the game, and on seeing almost half the deck before assigning research on Round 2 (Round 1: Draw 6, use Research Center to replace 2 of them, and assign 3 to be researched; Round 2, draw 3 replacements and then use the Research Center again and you've drawn 13/28). Adding 11 cards to make a deck of 39 means you only have a third of the deck to choose from for your first couple of rounds of research.

Also, drawing from a larger deck, even if you don't change the proportions of effects within the deck, you're significantly more likely to draw an unbalanced mix of cards - if you divide the cards into closely-related groups then every time you draw a card of one type, that reduces the fraction of the remaining deck that's that type, and increases the fraction that's each of the other types. The smaller the deck, the bigger this balancing effect is, and the bigger the deck, the less significant pulling one card out is. If you buy a thousand copies of the game and put together all the research decks, then you'll need a very good shuffler, but you'll also have a pretty good chance of drawing at least two of the same tech in the opening 6 cards (about 44%) - way higher than the 0% with only one copy of the deck.

So with a larger deck, you'll end up with more of a swing in hand quality between games, pushing the game more luck-based.


The deck is already large enough that you're not likely to research everything (if you research Xenobiology in Round 1 and research the maximum number of techs each round after that, you can research the final tech on Round 7, provided you complete a mission that gives you a free tech - though if you complete any missions before Round 6, you'll have unlocked the Final Mission before Round 7 anyway) so adding more cards doesn't change that, but it does change the game's balance in other ways.
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Alejandro Rascon
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rmsgrey wrote:
Misfiring wrote:
5. Additional research cards

Primary objective is to slightly lessen the stress on Global Defense, as well as introduce more 3 success techs and more varieties. It does not matter how many research cards available in the deck, since the game only has 3 research bay plus Xenobiology and mission reward ensures that there is a limit of how many researches can be done each round.


While you can't research everything in a given game (well, technically you can since there's no actual limit to how long the game can last - if you can rig the threat die to never roll less than 6, then you can cover all 6 continents, orbit, and base defense for 8 credits - 9 if you don't know which skills will be needed on base defense - so, provided you're willing to push your luck to the limit, you can play forever) you can guarantee to draw any given tech in a given game - well, almost - you can guarantee drawing all 28 cards by the time you're assigning research for Round 5, but if the game ends on Round 4 or earlier, then you might not be able to cycle the entire research deck.

Anyway, the point is that, currently, you can pretty much rely on drawing any given tech at some point during the game, and on seeing almost half the deck before assigning research on Round 2 (Round 1: Draw 6, use Research Center to replace 2 of them, and assign 3 to be researched; Round 2, draw 3 replacements and then use the Research Center again and you've drawn 13/28). Adding 11 cards to make a deck of 39 means you only have a third of the deck to choose from for your first couple of rounds of research.

Also, drawing from a larger deck, even if you don't change the proportions of effects within the deck, you're significantly more likely to draw an unbalanced mix of cards - if you divide the cards into closely-related groups then every time you draw a card of one type, that reduces the fraction of the remaining deck that's that type, and increases the fraction that's each of the other types. The smaller the deck, the bigger this balancing effect is, and the bigger the deck, the less significant pulling one card out is. If you buy a thousand copies of the game and put together all the research decks, then you'll need a very good shuffler, but you'll also have a pretty good chance of drawing at least two of the same tech in the opening 6 cards (about 44%) - way higher than the 0% with only one copy of the deck.

So with a larger deck, you'll end up with more of a swing in hand quality between games, pushing the game more luck-based.


The deck is already large enough that you're not likely to research everything (if you research Xenobiology in Round 1 and research the maximum number of techs each round after that, you can research the final tech on Round 7, provided you complete a mission that gives you a free tech - though if you complete any missions before Round 6, you'll have unlocked the Final Mission before Round 7 anyway) so adding more cards doesn't change that, but it does change the game's balance in other ways.


There's ways we could mitigate this. New tech cards (either user created content or official) could work sort of like a deck builder, with some of them used to thin the deck. Currently there is a cool asset in the scientists' area, I believe is the laboratory, that lets you play a card in hand for a 1 time shot at it and then discard it.

IMO, the tech deck is a great way to add interesting mechanics and create a sort of mini-deck building aspect to the scientist role.

 
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Aaron Tubb
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I think some alternate final mission cards, like the Temple Ship Assault, or even Assault on Cydonia, would be neat. The Alien Base should be one of the possible normal mission cards; higher difficulty with bigger rewards (worldwide panic decrease).

In fact, an oldschool retheme of the game to look/feel more like the origonal X-COM UFO Defense wouldn't be hard; you could make a new Enemy deck and Mission cards and it would be pretty close.
 
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Misfiring Chong
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Aarontu wrote:
I think some alternate final mission cards, like the Temple Ship Assault, or even Assault on Cydonia, would be neat. The Alien Base should be one of the possible normal mission cards; higher difficulty with bigger rewards (worldwide panic decrease).

In fact, an oldschool retheme of the game to look/feel more like the origonal X-COM UFO Defense wouldn't be hard; you could make a new Enemy deck and Mission cards and it would be pretty close.


One problem with that idea is that it interferes with the existing structure. The game is set around the final mission cards, meaning it dictates the enemy plan, critical damage effect, and special mission requirements.
 
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Joe K
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I just want to have some events shown during several resolution phases, altering the game status more or less favourably to the player depending on difficulty and event-type. Easily implemented in the app.

Enables:
Longevity
Story!
Some reason to really fight for



So easy. So much better the game.
 
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Paul Kok
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Misfiring wrote:
"EXALT launched a missile attack in Africa! All UFOs and Interceptors are destroyed!"


Why would EXALT attack the aliens? Aren't they Alien Sympathizers? LOL

Just thought I'd point that out
 
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Barry Figgins
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Not exactly - to quote the XCOM Wiki:

EXALT is a secret human paramilitary society determined to seize power while the governments of Earth are distracted with resisting the alien invasion in 2015.

While not allied with the aliens, EXALT harbor transhumanist ideals and sympathize with the aliens' effort to evolve the human species; where others fear or resist the alien invasion, EXALT see it as their opportunity to acquire the resources they need to seize power. So, like XCOM, EXALT is operating in the shadows and endeavoring to recover alien technology and develop sophisticated human genetic modification protocols, but unlike XCOM, their ultimate goal is to establish a world government under their control.

EXALT works to disrupt XCOM's activities as they see XCOM as a rival in the acquisition of alien technology and an impediment to the aliens' human experimentation. To this end, EXALT sets up sleeper cells in Council nations around the world; the cell's hidden presence magnifies the effects of any panic the country may receive.
 
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Paul Kok
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beri wrote:
Not exactly - to quote the XCOM Wiki:

EXALT is a secret human paramilitary society determined to seize power while the governments of Earth are distracted with resisting the alien invasion in 2015.

While not allied with the aliens, EXALT harbor transhumanist ideals and sympathize with the aliens' effort to evolve the human species; where others fear or resist the alien invasion, EXALT see it as their opportunity to acquire the resources they need to seize power. So, like XCOM, EXALT is operating in the shadows and endeavoring to recover alien technology and develop sophisticated human genetic modification protocols, but unlike XCOM, their ultimate goal is to establish a world government under their control.

EXALT works to disrupt XCOM's activities as they see XCOM as a rival in the acquisition of alien technology and an impediment to the aliens' human experimentation. To this end, EXALT sets up sleeper cells in Council nations around the world; the cell's hidden presence magnifies the effects of any panic the country may receive.


Alright, fair enough. I haven't looked it up on Wiki, I just played both games on my PS3

But yeah, it does explain more that the game did by itself..
 
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Barry Figgins
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No argument there!
 
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Michael Perry
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Okay, here is my take on the psi troops and mec troops.

I like the psi troops, but I feel that their power should not function against cyberdiscs and sectopods, because you can't psi them in game. The squad leader should get a psi labs card that acts just like the officer training school.



Mecs are great, but I feel that they should keep their specialty, just like they get a small bonus in game from their last class. The central officer should get the cybernetics lab card that acts just like the officer training school. I feel like the ability to not die on an equal role is a little too much. It really just makes the threat level lower by one for the mec alone.



My idea for gene modded soldiers: If the threat level is 1 or 2 and the alien die rolls a success, the soldier is not killed but instead returned to the reserve. This is based off of the second heart gene mod. The researcher would get the gene lab card that acts just like the officer training school.



P.S. Please don't hate on my photoshop skills, I know that they're bad.
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Paul Kok
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bagelmode wrote:

P.S. Please don't hate on my photoshop skills, I know that they're bad.


Are you kidding me? I can't even USE photoshop! I think they are a piece of work! Maybe not as good as others, but certainly not bad, IMO!

Good job!

Oh, and I also like your ideas for those new cards
Seems like a good workaround...
 
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Michael Perry
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Misfiring wrote:

4. Additional enemies

Muton Berserker - 2 HP

Special Ability: Rage
If this enemy gains any success tokens, all icons on this enemy cannot be specialized.

Heavy Floater - 2 HP

Special Ability: Evade
You cannot roll against this enemy more than once each round.

Mechoid - 3 HP

Special Ability: Shield
Do not place any success tokens on this enemy in the first roll each round if there are no success tokens on this enemy.

Seeker - 1 HP

Special Ability: Strangle
Soldiers assigned to this enemy cannot be assigned to other tasks this round.


My ideas for implementing these, using some information taken from here: https://boardgamegeek.com/thread/1336141/app-internal-rules-...

Muton Berserker: Replaces standard Mutons on hard and expert difficulties. There will be 3 Muton Berserker cards.

Heavy floater: Only in play if floaters are in play. 2 cards.

Mectoid: Would only be deployed on easy and normal difficulties, replaces Muton Elite. Instead of shield ability: If a Sectoid is on the same mission or in the base with the Mectoid, the Sectoid loses it's mind merge ability and the Mectoid gains it. There will be 2 mectoid cards.

Seeker: Occurs at all difficulties. Only 2 cards.
 
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Aaron Tubb
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Fuquay Varina
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Misfiring wrote:
Aarontu wrote:
I think some alternate final mission cards, like the Temple Ship Assault, or even Assault on Cydonia, would be neat. The Alien Base should be one of the possible normal mission cards; higher difficulty with bigger rewards (worldwide panic decrease).

In fact, an oldschool retheme of the game to look/feel more like the origonal X-COM UFO Defense wouldn't be hard; you could make a new Enemy deck and Mission cards and it would be pretty close.


One problem with that idea is that it interferes with the existing structure. The game is set around the final mission cards, meaning it dictates the enemy plan, critical damage effect, and special mission requirements.
Variant alien invasion cards would still match one of the normal alien invasion types, but the final mission side and base damage effects could be different. Example:

Variant Onslaught final mission: Temple Ship Assault
Variant Domination final mission: Assault on Cydonia
Variant Misdirection final mission: Alien base assault
Variant Infiltration final mission: Showdown at a national capital
Variant Occupation final mission: Operation Slingshot
 
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Aaron Tubb
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Another idea for EXALT:

EXALT could be incorporated with some additional Crisis cards. Also, starting on the second turn, an EXALT mission would be available in addition to the regular mission. Once you win an EXALT mission (which could reward you with funds or salvage) you unlock the EXALT HQ mission. If you complete EXALT HQ mission, all future EXALT Crisis cards have no effect.
 
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